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Our most recent work explores the use of games and simulations in K-12 environments. The basic principals and cognitive rational for the use of this technology is first explained based on a new generation of “players” and students accustomed to dynamic learning. With the physical infrastructure of computer technology in place, simulations and games, become a viable source for training and development and are extremely valuable in the engagement of learners both as individual and collective interaction. Implications for both policy and classroom use of video games is explored. Practical considerations for repurposing COTS (Commercial off the shelf) games for P-12 will be explored with direct correlation to national standards in content areas.  

 

 

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Digital Voodoo Review
Written by Web Master   
Saturday, 12 June 2004
 This site is dedicated to gathering and disseminating information about entertainment and educational video games for Prekindergarten through college.  Our goal is to begin a widespread discussion on the effective use of video games to support learning.You will find articles about research in the field of gaming and simulation.We have provided a blog where you can both find and post information on innovative ideas to share with others.Please feel  free to post your ideas and suggestions
Last Updated ( Tuesday, 16 February 2010 )
Read more...
 
GDC 2010
Written by Yadi Ziaeehezarjeribi   
Tuesday, 01 December 2009

Game Developer Conference (GDC 2010) 

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Moscone Center San Francisco CA,

 

Serious Game Summit 2010

 

 

2009 AECT International Convention

Galt House, Louisville, Kentucky

Presenters: Ingrid Graves, Yadi Ziaeehezarjeribi

 

 
2008 AECT International Convention
Presentation, November 4-8, 2008
BUENA VISTA PALACE HOTEL
Orlando, Florida
Title: Effective use of computer gaming technology in K-12 classrooms 
Yadi Ziaeehezajeribi
Paige Worrell
Ingrid Graves

One Laptop per child

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The vision behind One Laptop Per Child.  

TED Update on Negroponte’s OLPC dream 
Yves Behar: Creating objects that tell stories
  
Last Updated ( Wednesday, 17 February 2010 )
 
Most Recent Study
Written by Yadi Ziaeehezarjeribi   
Thursday, 09 August 2007
Our most recent work explores the use of games and simulations in K-12 environments. The basic principals and cognitive rational for the use of this technology is first explained based on a new generation of “players” and students accustomed to dynamic learning. With the physical infrastructure of computer technology in place, simulations and games, become a viable source for training and development and are extremely valuable in the engagement of learners both as individual and collective interaction. Implications for both policy and classroom use of video games is explored. Practical considerations for repurposing COTS (Commercial off the shelf) games for P-12 will be explored with direct correlation to national standards in content areas.  

 

Last Updated ( Tuesday, 12 May 2009 )
 
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